But all members of our 2D art and animation team bring in their own inspirations and ideas, to make the game look as dense and playful as it does.Įxploring unique landscapes in a game with an art style as gorgeous as this one’s is a prospect that is inherently exciting- is that something that you’re looking to leverage? Can players expect a lot of diversity in terms of the locations they visit? His art direction is mostly inspired by French and Franco-Belgian comic books, such as Tin Tin or the works of Moebius. The main drive behind the look is our team and art director Tim Gaedke, who is a published comic book artist and insists on Minute of Islands looking like a hand-drawn comic book illustration each and every frame. Can you talk us through the process of how you settled on that style, and if there were any other works you may have taken inspiration from? The thing that most people will immediately notice about Minute of Islands at first glance is its beautiful hand-drawn aesthetic. "The main drive behind the look is our team and art director Tim Gaedke, who is a published comic book artist and insists on Minute of Islands looking like a hand-drawn comic book illustration each and every frame." The questions below were answered by game director Anjin Anhut. Hoping to learn more about the game, we recently sent across some of our questions about it to the development team at Studio Fizbin. ![]() Using its setting and the players’ urge to explore it to tell a story that tells both grand and personal tales, it has the potential to deliver an experience that sticks with you. Minute of Islands immediately grabs attention the moment you look at it, thanks to its strikingly beautiful hand-drawn art style, but even beyond that, this narrative adventure title is doing some very interesting stuff.
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